Files
BreakEscape/js/systems/inventory.js

196 lines
6.6 KiB
JavaScript

// Inventory System
// Handles inventory management and display
// Initialize the inventory system
export function initializeInventory() {
console.log('Inventory system initialized');
// Initialize inventory state
window.inventory = {
items: [],
container: null
};
// Get the HTML inventory container
const inventoryContainer = document.getElementById('inventory-container');
if (!inventoryContainer) {
console.error('Inventory container not found');
return;
}
inventoryContainer.innerHTML = '';
// Create 10 slot outlines
for (let i = 0; i < 10; i++) {
const slot = document.createElement('div');
slot.className = 'inventory-slot';
inventoryContainer.appendChild(slot);
}
// Store reference to container
window.inventory.container = inventoryContainer;
console.log('INVENTORY INITIALIZED', window.inventory);
}
// Process initial inventory items
export function processInitialInventoryItems() {
console.log('Processing initial inventory items');
if (!window.gameScenario || !window.gameScenario.rooms) {
console.error('Game scenario not loaded');
return;
}
// Loop through all rooms in the scenario
Object.entries(window.gameScenario.rooms).forEach(([roomId, roomData]) => {
if (roomData.objects && Array.isArray(roomData.objects)) {
roomData.objects.forEach(obj => {
// Check if this object should start in inventory
if (obj.inInventory === true) {
console.log(`Adding ${obj.name} to inventory from scenario data`);
// Create inventory sprite for this object
const inventoryItem = createInventorySprite(obj);
if (inventoryItem) {
addToInventory(inventoryItem);
}
}
});
}
});
}
function createInventorySprite(itemData) {
try {
// Create a pseudo-sprite object that can be used in inventory
const sprite = {
name: itemData.type,
objectId: `initial_${itemData.type}_${Date.now()}`,
scenarioData: itemData,
setVisible: function(visible) {
// For inventory items, visibility is handled by DOM
return this;
}
};
console.log('Created inventory sprite:', sprite);
return sprite;
} catch (error) {
console.error('Error creating inventory sprite:', error);
return null;
}
}
function addToInventory(sprite) {
if (!sprite || !sprite.scenarioData) {
console.warn('Invalid sprite for inventory');
return false;
}
try {
console.log("Adding to inventory:", {
objectId: sprite.objectId,
name: sprite.name,
type: sprite.scenarioData?.type
});
// Check if the item is already in the inventory
const itemIdentifier = `${sprite.scenarioData.type}_${sprite.scenarioData.name || 'unnamed'}`;
const isAlreadyInInventory = window.inventory.items.some(item =>
item && `${item.scenarioData.type}_${item.scenarioData.name || 'unnamed'}` === itemIdentifier
);
if (isAlreadyInInventory) {
console.log(`Item ${itemIdentifier} is already in inventory`);
return false;
}
// Find first empty slot
const inventoryContainer = document.getElementById('inventory-container');
if (!inventoryContainer) {
console.error('Inventory container not found');
return false;
}
const slots = inventoryContainer.getElementsByClassName('inventory-slot');
let emptySlot = null;
for (const slot of slots) {
if (!slot.hasChildNodes()) {
emptySlot = slot;
break;
}
}
if (!emptySlot) {
console.warn('No empty inventory slots available');
return false;
}
// Create inventory item
const itemImg = document.createElement('img');
itemImg.className = 'inventory-item';
itemImg.src = `assets/objects/${sprite.name}.png`;
itemImg.alt = sprite.scenarioData.name;
// Create tooltip
const tooltip = document.createElement('div');
tooltip.className = 'inventory-tooltip';
tooltip.textContent = sprite.scenarioData.name;
// Add item data
itemImg.scenarioData = sprite.scenarioData;
itemImg.name = sprite.name;
itemImg.objectId = sprite.objectId;
// Add click handler
itemImg.addEventListener('click', function() {
if (window.handleObjectInteraction) {
window.handleObjectInteraction(this);
}
});
// Add to slot
emptySlot.appendChild(itemImg);
emptySlot.appendChild(tooltip);
// Add to inventory array
window.inventory.items.push(itemImg);
// Show notification
if (window.gameAlert) {
window.gameAlert(`Added ${sprite.scenarioData.name} to inventory`, 'success', 'Item Collected', 3000);
}
// If this is the Bluetooth scanner, show the toggle button
if (sprite.scenarioData.type === "bluetooth_scanner") {
const bluetoothToggle = document.getElementById('bluetooth-toggle');
if (bluetoothToggle) {
bluetoothToggle.style.display = 'flex';
}
}
// If this is the fingerprint kit, show the biometrics toggle button
if (sprite.scenarioData.type === "fingerprint_kit") {
const biometricsToggle = document.getElementById('biometrics-toggle');
if (biometricsToggle) {
biometricsToggle.style.display = 'flex';
}
}
// Handle crypto workstation - use the proper modal implementation from helpers.js
if (sprite.scenarioData.type === "workstation") {
// Don't override the openCryptoWorkstation function - it's already properly defined in helpers.js
console.log('Crypto workstation added to inventory - modal function available');
}
return true;
} catch (error) {
console.error('Error adding to inventory:', error);
return false;
}
}
// Export for global access
window.initializeInventory = initializeInventory;
window.processInitialInventoryItems = processInitialInventoryItems;